wined3d: Use "gl_info" in some more places in context_create().
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@ -1149,9 +1149,9 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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auxBuffers = TRUE;
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if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
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color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
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color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
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else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
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}
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/* DirectDraw supports 8bit paletted render targets and these are used by
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@ -1161,7 +1161,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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* For this reason we require a format with 8bit alpha, so request
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* A8R8G8B8. */
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if (color_format_desc->format == WINED3DFMT_P8_UINT)
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
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/* Retrieve the depth stencil format from the present parameters.
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* The choice of the proper format can give a nice performance boost
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@ -1170,7 +1170,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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{
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TRACE("Auto depth stencil enabled, using format %s.\n",
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debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
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ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
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ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, gl_info);
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}
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
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@ -1271,7 +1271,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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goto out;
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}
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ret->gl_info = &This->adapter->gl_info;
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ret->gl_info = gl_info;
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/* Mark all states dirty to force a proper initialization of the states
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* on the first use of the context. */
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